As I understand it, only when a player is near. But it's been a while since I looked at the code.mase wrote:Does this mod remove all unknown objects on server start, or only when a player is near?
Search found 167 matches
- Sat May 25, 2019 20:52
- Forum: Mod Releases
- Topic: [Mod] Cleaner [0.4] [cleaner]
- Replies: 10
- Views: 3469
Re: [Mod] Cleaner [0.4] [cleaner]
- Wed Jul 25, 2018 17:53
- Forum: Old Mods
- Topic: [Mod] Privilege Areas [0.1] [privilegeareas]
- Replies: 36
- Views: 12666
Re: [Mod] Privilege Areas [0.1] [privilegeareas]
The PVP Areas mod seems to work fine for me.
- Tue Jul 24, 2018 21:20
- Forum: Old Mods
- Topic: [Mod] Privilege Areas [0.1] [privilegeareas]
- Replies: 36
- Views: 12666
Re: [Mod] Privilege Areas [0.1] [privilegeareas]
Oh thank you ManElevation! I will try the pvp_areas mod first.
It appears that everamzah has created a pvp_areas mod as well. Perhaps one is a fork of the other. Doesn't appear to be so at first glance though.
Edit: Actually, sounds like taikedz's mod is a the fork.
It appears that everamzah has created a pvp_areas mod as well. Perhaps one is a fork of the other. Doesn't appear to be so at first glance though.
Edit: Actually, sounds like taikedz's mod is a the fork.
- Tue Jul 24, 2018 20:03
- Forum: General Discussion
- Topic: Emigrate from Github?
- Replies: 81
- Views: 6725
Re: Emigrate from Github?
I suggest to add a poll to this thread, so that the Minetest developers can see what is the community's opinion. ... For those of you who don't feel like standing under the Microsoft's umbrella: https://alternativeto.net/software/github/ +1 While I don't think this is an emergency situation, for an...
- Tue Jul 24, 2018 19:43
- Forum: Old Mods
- Topic: [Mod] Privilege Areas [0.1] [privilegeareas]
- Replies: 36
- Views: 12666
Re: [Mod] Privilege Areas [0.1] [privilegeareas]
Is it possible to create a PVP area using this mod, leaving the rest of the map non-PVP? I'm sorry, I haven't been able to try it out to see for myself yet. My guess is that it is not possible as PVP seems to be an engine setting for the entire map.
- Mon Jul 23, 2018 23:51
- Forum: Mod Releases
- Topic: [Mod] List Items [0.5] [listitems]
- Replies: 28
- Views: 4189
Re: [Mod] List Items [0.5] [listitems]
You are right Wuzzy. I get a little config happy at times. I love options. But definitely, this is too trivial & doesn't need a config option. Thank you.
Edit: I think I created an option for including support for mobs_redo. I'm going to remove that as well & just force it to be enabled.
Edit: I think I created an option for including support for mobs_redo. I'm going to remove that as well & just force it to be enabled.
- Mon Jul 23, 2018 23:45
- Forum: Feature Discussion
- Topic: Standard for Documenting Mod APIs, Options, Commands, etc.
- Replies: 1
- Views: 415
Standard for Documenting Mod APIs, Options, Commands, etc.
I have been using LDoc (a fork of LuaDoc ) to create documentation for some of my mods. It might be too much work, but I think it would interesting to have formal guidelines for modders to (optionally) use to document their mods. LDoc is specifically for Lua, for that reason I would recommend it be ...
- Mon Jul 23, 2018 20:16
- Forum: Mod Releases
- Topic: [Mod] Cleaner [0.4] [cleaner]
- Replies: 10
- Views: 3469
Re: [Mod] Cleaner [0.4] [cleaner]
Thank you bell07. I will check that out.
- Mon Sep 25, 2017 00:36
- Forum: WIP Mods
- Topic: [Mod] Waffles [2.3] [waffles]
- Replies: 121
- Views: 12532
Re: [Mod] Waffles [2.3] [waffles]
Concerning the bucket issue: I would suggest adding a "batter container" item to the mod & require it in the recipe. Then the bucket can be given back. And to those that want a change like this, remember, this is an open source project. You can fork it & make whatever changes you w...
- Sun Sep 24, 2017 23:19
- Forum: Mod Releases
- Topic: [Mod] HUD bars [2.3.2] [hudbars]
- Replies: 232
- Views: 59441
Re: [Mod] HUD bars [1.9.0] [hudbars]
Sorry I haven't been available for testing Wuzzy. For everyone who has problems with displaced HUD Bars, can you please download this experimental verision and tell me if it works? I installed the current Git commit on my Android device. Hudbar alignment with outline border is fixed. Noticed that te...
- Fri Sep 15, 2017 04:09
- Forum: Mod Releases
- Topic: [Mod] Hide Name [1.0] [hidename]
- Replies: 20
- Views: 3594
Re: [Mod] Hide Name [1.0] [hidename]
@xfleblon
What happens if you first issue command /showname, then /hidename?
Does it work if you set hidename.use_alpha to true in minetest.conf file?
What happens if you first issue command /showname, then /hidename?
Does it work if you set hidename.use_alpha to true in minetest.conf file?
Code: Select all
# minetest.conf example
hidename.use_alpha = true
- Fri Sep 01, 2017 00:21
- Forum: Modding Discussion
- Topic: Preferred Mob Engine (poll)
- Replies: 1
- Views: 319
Preferred Mob Engine (poll)
I'm sorry is done elsewhere in the forums. I am very curious to see which mob engines people are using & why. Previously, I had multiple engines on my server & I just felt like it was a mess. I'd like to use a single engine & port the mobs in my subgame to it, preferably one that has the...
- Thu Aug 31, 2017 03:57
- Forum: WIP Mods
- Topic: [Mod] Trampoline [0.2] [trampoline]
- Replies: 9
- Views: 1073
Re: [Mod] Trampoline [0.2] [trampoline]
UPDATE: Added config setting to change damage absorption percentage when falling on trampolines (set to 100 to disable damage):
trampoline @ Git commit f99e1e3
trampoline @ Git commit f99e1e3
- Wed Aug 30, 2017 23:56
- Forum: WIP Mods
- Topic: [Mod] Sprint w. hudbars, hunger, monoids support [hbsprint]
- Replies: 44
- Views: 8397
Re: [Mod] Sprint w. hudbars, hunger, monoids support [hbspri
You can set sprint_speed & sprint_jump in minetest.conf.
I changed the default values to my liking:
I changed the default values to my liking:
- Speed: 1.5 (instead of 1.3)
- Jump: 1.3 (instead of 1.1)
- Wed Aug 30, 2017 22:59
- Forum: Mod Releases
- Topic: [Mod] Cleaner [0.4] [cleaner]
- Replies: 10
- Views: 3469
[Mod] Cleaner [0.4] [cleaner]
Cleaner - Remove Unknown Entities & Nodes Description: A simple mod that can be used to remove unknown entities & nodes. Forked from PilzAdam's clean mod . Major changes: Changed license to CC0. Reads entities to be cleaned from clean_entities.txt file in world path. Reads nodes to be clean...
- Wed Aug 30, 2017 21:47
- Forum: Mod Releases
- Topic: [Mod] Delete unknown blocks and objects [1] [clean]
- Replies: 50
- Views: 24136
Re: [Mod] Delete unknown blocks and objects [1] [clean]
Wanted to post a fork I created: Cleaner
Major changes:
Major changes:
- Changed license to CC0.
- Reads entities to be cleaned from clean_entities.txt file in world path.
- Reads nodes to be cleaned from clean_nodes.txt file in world path.
- Wed Aug 30, 2017 18:07
- Forum: WIP Mods
- Topic: [Mod] Override [0.2] [override]
- Replies: 11
- Views: 1693
Re: [Mod] Override [0.2] [override]
UPDATES:
- Fixed reading entire overrides.txt file: override @ Git commit d19b03c
- overrides.txt isn't read until server is finished loading: override @ Git commit 3b44e13
- Wed Aug 30, 2017 04:55
- Forum: Mod Releases
- Topic: [Mod] Hide Name [1.0] [hidename]
- Replies: 20
- Views: 3594
Re: [Mod] Hide Name [1.0] [hidename]
Changed default to clear nametag text instead of use alpha coloring.
hidename @ Git commit 3f4cc3c
Released version 1.0
hidename @ Git commit 3f4cc3c
Released version 1.0
- Wed Aug 30, 2017 02:59
- Forum: Modding Discussion
- Topic: [idea] Airplane Mod
- Replies: 19
- Views: 2425
Re: [idea] Airplane Mod
Helicopter still works. Use petermaloney's fork, it is more updated.azekill_DIABLO wrote:and there's a biplane mod and an helicopter mod! note thta those too are old and don't work anymore (sadly :[)
- Wed Aug 30, 2017 02:53
- Forum: Modding Discussion
- Topic: [idea] Airplane Mod
- Replies: 19
- Views: 2425
Re: [idea] Airplane Mod
https://www.youtube.com/watch?v=2pweY5y5eRIv-rob wrote:No plane can fly straight up if their nose is pointed forwards and not up.
I'm assuming that "jet" is implied with "plane".
I do agree with you about the physics. But, I don't think Minetest is optimized for flight simulation.
- Mon Aug 28, 2017 22:55
- Forum: Mod Releases
- Topic: [Mod] Mobs Redo [1.55] [mobs]
- Replies: 2212
- Views: 415191
Re: [Mod] Mobs Redo [1.37] [mobs]
I'm having trouble getting my shark to spawn. Not sure what I am doing wrong. I can spawn it manually, but it does not seem to so automatically. Here is the current spawning code : -- SPAWNING local interval = tonumber(core.settings:get('mobs.shark_interval')) or 60 local chance = tonumber(core.sett...
- Mon Aug 28, 2017 01:43
- Forum: WIP Mods
- Topic: [Mod] Waffles [2.3] [waffles]
- Replies: 121
- Views: 12532
Re: [Mod] Waffles [2.3] [waffles]
Thanks!GreenDimond wrote:Make sure you have at least 2 slices of bread and punch the toaster with them.AntumDeluge wrote:Homedecor toaster won't toast my bread. *cry*
- Mon Aug 28, 2017 01:24
- Forum: WIP Mods
- Topic: [mod] Vehicles [vehicles]
- Replies: 331
- Views: 61044
Re: [mod] Vehicles [vehicles]
If you do get a vehicle in a tricky spot, you can punch it whilst driving and it will be dropped. This isn't working for me. Drove ambulance into water but cannot pick it up. --- Edit --- So far, only seems to be an issue with some vehicles. Ambulance, fire truck, & helicopter I can't pick up.
- Sat Aug 26, 2017 23:50
- Forum: Mod Releases
- Topic: .
- Replies: 19
- Views: 5901
Re: [Mod] Pizza [pizza]
This mod is discontinued? Links don't work. Should it be moved to "Old Mods"?
- Sat Aug 26, 2017 17:57
- Forum: Mod Releases
- Topic: [Mod] Simple protection [simple_protection]
- Replies: 54
- Views: 14728
Re: [Mod] Simple protection [simple_protection]
I don't know about simple_protection, but I believe that mobs_redo has a setting that prevents mobs from spawning on protected nodes, which should work with simple_protection.EternalStoic wrote:Does Simple Protection have the ability to prevent mobs from spawning in a claimed area?